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The final chapter of 168澳洲幸运5开奖网:Fire Emblem: Engage's Fell Xenologue is certainly one of the hardest challenges of the entire game, and perhaps one of the most difficult in recent Fire Emblem history, due to its questionable balancing, strange mechanics, overwhelming reinforcements, and lackluster forced deployments.
Faced with the task of avoiding the destruction of Fell Nil, your strategic mind will be pushed to the limit as you race from one sinking island to the next. Depending on your luck, you'll be leaving this map with tears of joy, either from the enjoyment you had with an exciting map or the relief you feel now that the pain is finally over.
Understanding The Map - Battle Preparation
Enemies |
First Island: x1 General (Axe), x1 General (Lance), x1 Wyvern Knight (Axe), x2꧑ Wyvern Knight (Lance), x1 Corrupted Wyvern |
Second Island: x3 Bow Knight, x1 Mage Cannoneer, x1 𝄹Fogado and Tiki |
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Third Island: x3 General (Lanc𝔉e), x1 General (Axe), x1 Sniper, x1 Sage, x1 Alc💯ryst and Chrom |
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Fourth Island: x4 Halberdier, x2 General (Lance), x1🍰 Corrupted Wyvern, x1 Timerra and Camilla |
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Fifth Island: x2 Hero (Sword), x2 Hero (Lance), x2 Hero (A🔯xe), x1 Sage, x1 Corrupted Wyvern, x1 Diamant and Veronica |
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Sixth Island: x4 Swordmaster, x1 General (Lance), x2 Corrupted Wyvern, x1 Alfred and Hector, x1 Celine and Edel🍌gard, x🍨1 Fell Nil |
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Seventh Island: x1 Corrupted Wyvern, x4 Mage Knight, x1 General (Axe), x1 General (Lance), x1 Horte𓂃nsia, x1 Ivy and Soren |
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Deployment Allowance |
13 - 8 🥀guests and 5 required units: Zelestia, Madeline, Gregory, Nel, and Alear |
Victory Conditions / Defeat Conditions |
Victory: Defeat Fel Nil |
Defeat: Nel or Alear is defeated. |
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Treasures |
None |
Difficulty |
★★★★★★★★★★ (10/10) |
Top Recommended Units |
Panette and Ike, Alcry😼st and Lyn, Any Max Bond Soren and Veronica Us✅ers, |
Before units are chosen, scouting the game's most interesting but difficult map will be necessary for your success.
There are seven islands, and each will have at least one sigil for Fell Nil and one bracelet-user (except the Sixth Island which has two bracelet-users to make up for none on the first). Your goal will be to make it to the Sixth Island on the North side - an island that cannot be sunk - with as many units as possibl🔜e.
On your way, there are two areas that should fittingly be called Death Valley. They are long, vertical stretches of land on the far east and west sides. If you are to struggle anywhere on this map, it will be in one of these two locations. Time is of the essence on 🗹this map, and your to𓄧p priority will be continuing to move forward at all times.
This is a very long map and will take no less than an hour for a first playthrough in most ♉instances - unless you build your team specifically to finish this map in a single turꦑn.
Fell Nil will have three main actions:
- Devastation - Destroys the island he's standing on. Any units on the island during the turn this ability is used will perish and be absorbed via Drain Essence.
- Summon Vortex - Summons red vortexes of energy where Corrupted will appear.
- Fell Beam - Fires a beam.
Devastation and Drain Essence make it essential for you to complete islands as fast as possible. It is highlighted clearly and takes one round to charge. Once re🐭lease💖d, the island will cease to exist.
This ability is also why you'll need to prioritize the Emblem-paired enemies on the map. A🐠ny paired enemy absorbed by Fell Nil will have their class﷽ skill added to his skill roster.
This is why the Shortcut-Path will not be covered in this guide. Yes, you can bypass most of the🍸 map by taking the islands in a 1-2-7-6 order, but you do so at the cost of facing swarms of annoying flying reinforcements and giving Fell Nil skills like Luna, Sandstorm, and Sol. As such, it cannot be recommended for general use. Take the Shortcut at your own peril or for added challenge.
Unit Selection
For this map, you'll be allowed eight units of your choice and five fo꧒rced deployments. This leaves a lot of room in variabil🌞ity for units that will work, and some creativity in Emblem pairings for all thirteen.
Given the wide variety of units that can be used, it's hard to go wrong with select choices so long as they're units you're comfortable with and you strike a balance between physical and magical units.
For a balanced team, select the following:
- At least one flying unit.
- Two staff units.
- One reliable tank (Louis or Jade) paired with Sigurd.
- Three physical units.
- Two mage units.
There will be some overlap between the two, but so long as you hit these requirements for the eight units you choose, you ༺should 𒉰have a viable team for this map.
It's recommended to stay away from dagger units on this map. There are several high-defense enemies, and most dagger units will struggle to put a reliable dent in them. Likewise, Seadall isn't recommended due to his liabilities in turn-economy and fragile defenses.
Beyond the guest units, you'll need to pair your forced deployments with Emblems that will be helpful𒁏 despite n🧸ot gaining any Bond Levels.
Pairing recommendations include:
Alear |
Byleth/Corrin/Marth |
Nel |
Camilla/Edelgard |
Zelestia |
Chrom/Celica |
Madeline |
Eirika |
Gregory |
Celica/Micaiah |
Beginning Battle - Islands One And Two
The beginning of this map is fairly straightforward. Your goal is to get everyone off the First Island and onto the Second in order to defeat Fogado and Second Island enemies as quickly as possible. To do this, defeat the two Generals blocking your path and ensure Gregory finishes off the General equipped with the Rescue staff, so you won't have to spend a turn trading it over. He will be your Rescue-horse for the rest of the map.
As you send any flying units on the south side of the Second Island to deal with the Mage Cannoneer, assign your tank unit as a decoy with Soren's ability. Move them into the Bow Knight's range, so you don't need to fear your flying units getting targeted.
If you have a good Lyn user, use Astra Storm on one nearby unit within the first turn - preferably one of the Wyvern Knights to the east. By the time you've reached the next Engage source, you'll be able to refill.
As you move all your units to the Second Island, keep at least five of them behind momentarily on the First to stand on the red sigils. Doing so will prevent Fell Nil from summoning enemy reinforcements. Do not attempt to stay for the sigils on the right side of the island. It is not worth the struggle you'll face attempting to rush off the island onto the next, and you may lose units.
On the Second Island, make a beeline for Fogado. You need to defeat him before Fell Nil arriv﷽es. Otherwise, he will always prioritize using Divine Blessing on Fell Nil, giving him an avoidable extra health bar.
Fogado starts with no ranged attack equipped, so corner him with your ranged units and finish off ﷺany remaining health with melee f🎀ighters.
As you take on Fogado, begin your approach to the Third Island with any spare units.
You can leave a few units behind to stand on the sigils as they appear on the Second Island (after Fell Nil moves onto the sigil there). However, you should ignore the sigils on the south side of this island as they are bait to lead you into a trap against next-turn Wyvern Knight reinforcements.
Alcryst And Chrom - The Third Island
Like every gateway between islands on this map, there are two Generals standing guard. They will not approach you and only have a range of two tiles in any direction (leaving them vulnerable to Lightning-based spells and Longbows/Failnaught). Defeat the Generals to enter the Third Island where Alcryst will be situated on the far side. Defeat the Sniper and additional enemies before attempting to face Alcryst.
You can also, at this time, attempt baiting Hortensia and Ivy from the North. However, this is a dangerous strategy due to Ivy's range, the need for flying units, and Ivy's access to Rexcalibur. It is recommended to wait to challenge these two until you've reached the Sixth Island.
Alcryst typically opens any encounter with Giga Levin Sword, so sending in a high-resistance unit to absorb the blow is recommended. After you've baited Alcryst forward, you can swarm him with melee fighters and defeat him relatively quickly due to his squishy nature. Alcryst defeated, you'll soon start running into Wyvern Knight reinforcements from the south. Keep tanky units on the south side of the island to absorb any hits while you move to the southwest toward the Fourth Island.
To deal with the Phantom Wyvern and Mage Cannoneer before progressing, send in a flying unit against the Wyvern and use Lyn's Astra Storm to deal them a fatal blow. Grab the enemy sages to ཧthe northwest too, if you 📖can manage.
March Through Death Valley - The Fourth And Fifth Islands
While you can split your party to the Fourth and Fifth Islands simultaneously, it is recommended to send most - if not all - of your army to the Fourth Island when playing on the Hard and Maddening difficulty settings. This is because of unintended map-glitches (such as Fell Nil sometimes skipping to the Fifth Island and breaking the map) and early triggering of Diamant's terrifying summons.
Therefore, send your units through the General blockade to challenge Timerra and her entourage of Halberdiers.
The Halberdiers are troublesome due to their status as Backup Units, so it's recommended to move a tankier unit with Pair Up into the midst to deal with them before Timerra. Timerra herself is thankfully quite easy, and her lack of good ranged options makes her easy pickings for your ranged units. Deal with her and prepare to make the final run north.
When facing Timerra, you'll want to do it with as few units as possible, and you should favor more mobile ones. Keep your slower units up to the north and begin to make the run north while fighting Timerra to give them the head start they'll need.
Send your tankier units in the front to the north. Use Rescue to grab your units left behind and bring them forward as fast as possible. Wh🌞en they make it, begin attempting to angle yourself a little left.
The danger in Death Valley stems from Diamant's powerful summons in the North (summons like Marth, Celica, Leif, and Roy) and the destruction of the Fourth Island. If you don't pass through this area quickly enough, you could be:
- Sunk with the island.
- Killed by Diamant's forces.
- Dealt massive damage from Fell Nil flying over you to the sigil.
As you fight on this island, you'll also be overrun with a swarm of flying enemy reinforcements every turn you linger. Additionally, there isn't much room on this island, and Fell Nil doesn't like staying on it for more than two or three turns.
Destroy Diamant's forces as fast as possible while attempting to broach the Sixth Island on the southwest side. Powerful mages will attempt to stop you, but🌄 they can be dealt 🌠with by flying units and archers like Alcryst.
Cracking The Nut - The Sixth And Seventh Islands
The hardest part of facing the Sixth Island is entering it. Alfred and Celine guard this island with powerful Emblems. Their range includes the entrances of the island on either side, so getting in without their notice is not possible. There are also several Swordmasters aiding them, and Celine's access to magic means it isn't entirely safe to try tanking all the blows with one high-defense unit.
The best strategy here is actually to bait them with an Ike-user, leading them into a Great-Aether trap. If you're uncertain about your unit surviving, using Tiki's Divine Blessing to grant an extra life can be extra security.
Soren's Assign Decoy is also useful here for ensuring that most of the units will prefer your Ike-user over your lesser units approaching behind. Quickly make your way onto the island and prioritize Celine over Alfred. Her versatility makes her the more dangerous 🔯foe.
As you enter the Sixth Island, you'll eventually trigger Hortensia on the far western side. She's a magic unit, so try baiting her with a high-resistance unit (preferably a mage with Elwind/Excalibur). She'll be followed by a few Phantom Wyverns, potentially more flying reinforcements, Fell Nil, and Ivy and Soren. They will all join for th🎃e final battle on the Sixth Island.
Fell Nil will begin throwing in new reinforcements and firing laser beams and continue to be a general nuisance to your strategy and units. You'll need to juggle him with the rest of the enemies here. Ivy and Soren will be your biggest threat in the meantime, but the high number of other dangerous enemies and her multiple health bars will likely mean that you'll need to prioritize other units over Ivy for at least one round.
Phantom Wyverns will now pose a huge issue with the limited space, as they will freeze any unit they successfully attack. They should be prioritized above standard enemy units. Thankfꦆully, they usually require only one unit to deal with them thanks to their low defense.
For facing Ivy, the best strategy is to defeat her enemy companions, block as many reinforcement sigils as possible, and use Assign Decoy on a high-resistance unit. Try to refrain from keeping any units beside the bait aꦫs they may get hit with a Cataclysm.
She does have several ranged options, so you'll need to rely heavily on attacks like those from bow-users and wind-tome mages to deal significant chunks of damage at a time. Once Ivy is dealt with, you can finally focus all your attention on Fell Nil and his Wyvern lackies.
Facing The Fell Dragon - Fell Nil
With all seven bracelet users defeated, Fell Nil's defenses will fall, and he shouldn't have any glaring skill additions, so long as you didn't lose any units to his Devastation. He does regularly spawn additional enemies, use his laser beams, and slam one corner of the island. Phantom Wyverns will also appear on the northern side of the map every other turn. You'll need to keep special attention to cues on the ground.
Thankfully, the Phantom Wyverns and enemies are an opportunity to farm for Engage Meter points. This is important since Engage Attacks are the only attacks Fell Nil cannot counter. Take care of the additional enemies with units that don't have full meters, dodge the laser beams and slam attacks, and try plugging up a few reinforcement sigils to prevent getting overwhelmed. In the meantime, you can begin attacking Fell Nil.
Focus attacks on Fell Nil with units that can take a hit, units that can use their Engage Attack, and use weapons like Veronica's staff that cannot be answered. Chain attacks are useless here due to their low hit rate, so you'll need to do this the old-fashioned way. As you attack, take advantage of Alear's personal ability by placing your attacking units next to them to increase outgoing damage.
There are no changes or phases between health bars, thankfully, and ꦜenemy reinforcements continue steadily throughout the entire match. Continue using Engage Attacks and similar stra🐼tegies to get the best of Fell Nil and finally round out this DLC adventure.